Walkthrough

CALL OF DUTY: BLACK OPS II - VETERAN WALKTHROUGH/GUIDE V0.99
Written by: Bahumaut/ Ben Buttenshaw
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******************************** VERSION INFO ********************************
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Version 0.80 - Campaign levels complete, strike missions, intel,
and all other info will be added in future update
Version 0.90 - Achievements completed and three strike missions complete
Version 0.99 - Spellcheck complete, Intel locations finished and base
guide is finished
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******************************** INTRODUCTION ********************************
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Who this guide is aimed at:
This guide is intended both for those who are playing through for the first
time on lower difficulties as well as players specifically on Veteran
difficulty. Due to this there is probably more detail about cover and
strategy than in more generalized guides which should help players struggling
with lower difficulty run-throughs and give tips and advice to players on
Veteran.
Difficulty of the game:
Veteran mode in this game is a joke... really. The difficulty level of
veteran mode in this game is reduced by many factors but the most common ones
are - Ammo refill crates (meaning you will never be down to your last clip,
desperately hoping to scavenge a half decent gun). Future scopes - These
light up enemy soldiers like Christmas trees meaning most of the time they
barely see you before you put them in the ground. Lastly - Lack of timed
sections - I am glad these aren't there anymore but they definitely make
veteran mode far easier in their absence.
Grenade spamming is also far less common and there are no infinite spawns
here so there should be very little frustration involved in comparison to
earlier CoD campaigns. Especially if you take the access kit perk.
The access kit perk and story choices:
Black Ops two has two major new changes - The access kit. Which is essentially
a glorified shortcut device and decisions to make that affect the outcome of
the story. This isn't the typical karma based decision of either A or B at
the end. No sir. This one has choices at several key points which determine
how the conflict develops and if some key characters live or die. If you
are achievement hunting you will have to play through sections several times
just to make the set of choices that unlock them. I will highlight decisions
of this nature in the guide and list detailed info on how to unlock these
story achievements in the achievements section. If you want your campaign to
be a lot easier, use the Access Kit. Please. It will save you hours of
frustration.
Contact:
Please email me at [email protected] or message me at
trueachievements.com (gamer tag = Bahumaut) with any comments or suggestions,
alternate strategies or tips. With all that out of the way, lets get our
boots wet in CoD Black Ops II.
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****************************** TABLE OF CONTENTS *****************************
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Just use Ctrl + F (the find function) and key in the code for the level to
skip to the portion of the guide you need.
--------------------------------- VERSION INFO -------------------------------
--------------------------------- INTRODUCTION -------------------------------
------------------------------- TABLE OF CONTENTS ----------------------------
----------------------------------- CAMPAIGN ---------------------------------
LEVEL 1 - Pyrrhic victory...............................................(PV1)
LEVEL 2 - Celerium.......................................................(C2)
LEVEL 3 - Old wounds....................................................(OW3)
LEVEL 4 - Time and fate.................................................(TF4)
LEVEL 5 - Fallen angel..................................................(FA5)
LEVEL 6 - Karma..........................................................(K6)
LEVEL 7 - Suffer with me...............................................(SWM7)
LEVEL 8 - Achilles' veil................................................(AV8)
LEVEL 9 - Odysseus.......................................................(O9)
LEVEL 10 - Cordis die...................................................(CD10)
LEVEL 11 - Judgement day................................................(JD11)
-------------------------------- STRIKE MISSIONS -----------------------------
STRIKE 1 - FOB spectre....................................................(S1)
STRIKE 2 - Shipwreck......................................................(S2)
STRIKE 3 - I.E.D..........................................................(S3)
STRIKE 4 - Second chance..................................................(S4)
STRIKE 5 - Dispatch.......................................................(S5)
--------------------------------- ACHIEVEMENTS -------------------------------
--------------------------------- LEGAL STUFF --------------------------------
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*********************************** CAMPAIGN *********************************
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II
IIII
-I L I-----------------------------------------------------------------------
_I 1 I_______________________________________________________________________
I I
IIIIII PYRRHIC VICTORY (Angola 1986) PV1
I I______________________________________________________________________
I 1986 I
I I Default loadout
I I
I I Primary: FAL with ACOG sight
I I Secondary: M1911
IIIIIIII Grenades/equipment: Grenade/Flashbang
Perks: Access Kit
------------------------------------------------------------------------------
Mission objective: Rescue Woods
These games sure like their graphic opening scenes don't they? That's probably
why we love them. Well first things first, enjoy the barbeque and meet your
partner for this level. He hands you a machete for melee attacks (bet you
wanted that grenade launcher instead right?) instead of the usual combat
knife. The only difference is the animation though so it's just a nice touch.
Objective: Prepare for incoming MPLA attack
Objective: Push forward with the convoy
Take your precarious perch on the truck and take a short ride into battle.
When the mortars finish firing you finally get to enter the fray. CHECKPOINT.
Four machete wielding MPLA soldiers will immediately sprint at you as soon as
you step off the truck. If you haven't had much practice with the ACOG scope
it may be better to just swap to the pistol to quickly eliminate these guys
before they reach you and then swap back to the FAL.
The damage inflicted by the enemies in this first section is a joke for
regular veteran difficulty players. You have ages to retreat or take cover as
they cannot two shot kill you like they normally can. However damage can still
accumulate and take you out so it is best to pick one of the following
strategies to keep your health at safe levels. You can firstly do what the
game is telling you to do and stay behind the cover of the truck, popping out
to kill off the MPLA soldiers. The other option is to stand about twenty
meters back from it taking out the soldiers with your ACOG scope from range
as the further away they are the less damage they inflict. Both methods work
quite well and it simply depends on how quickly you want to get through the
section. Several checkpoints will appear at various intervals as well.
There is an access point at the tipped over truck to the right of the path
the Buffel takes which contains some mortars.
INTEL (1/33): In the crater next to the tipped over truck
Objective: Eliminate the mortar crews
Advance on the first crew by using the line of rocks leading to them for
cover. Stop at each rock and clear the surrounding area before moving on as
MPLA soldiers like moving past you towards the front line and then turning
around and shooting you in the back. Empty your primary weapon into the mortar
crew and then turn around and retreat back the way you came, keeping an eye
out for any newly appeared MPLA soldiers. Race back to your vehicles and look
at the last target icon to see a your final crew member. Pick him off from
range to finish the objective.
Objective: Destroy the first wave of tanks
CHECKPOINT. Now you have some air support (ever see a COD game without it?)
and you can call in your helicopter to bring the pain. I found the rockets
to be far more effective than the machine gun here and you have an infinite
supply, so just line up your targets and blast away. There will be four in
the first run to destroy so this should be pretty easy as the rockets fire
so quickly you can take them out in about five seconds.
Objective: Eliminate the mounted gunners
CHECKPOINT. Now this is probably the first place that may kill you. You are
expected to take out the gunners of a pair of trucks. The left target is out
in the open and can be easily taken care of (watch out that your cover doesn't
roll away or you will be shelled to death). The second on the other hand is
behind a large rock, clear the nearby enemy soldiers and peek around the side
to shoot the gunner. Once he is dead use this location as a base until you
regain your air support. Activate it as soon as it appears.
Objective: Destroy the second wave of tanks
CHECKPOINT. This wave contains four and then another five tanks. The first
set are the same difficulty to destroy as the previous ones. The following
five on the other hand are more difficult due to the chopper's angle of
approach. Try to hit them from the left first and as early as possible as you
won't get much time to take care of them.
Objective: Mount the Buffel to lead the final push
CHECKPOINT. Back on your ridiculous (read: suicidal) position on the side of
the truck. Note that your character magically becomes invincible and that
you don't actually need to fire a single shot here. It's hilarious. Savimbi:
"We must lead the final charge." Me: Dude, if you make me immune to bullets
in a COD veteran campaign, I'll follow you anywhere!" Two CHECKPOINTS will
occur during your 'god mode.' Deal with the enemies if you wish until your
exit arrives.
Objective: Secure the barge and rescue Woods
This descent can be surprisingly deadly as I've been killed before I can even
leave the chopper. It depends on how cheap the AI is feeling here. Definitely
hold forward when you reach the barge to exit the chopper ASAP. After your
tumble onto the deck meet the welcoming locals and take cover behind the
shipping container to your left.
CHECKPOINT. Use the left side of this container to clear the bridge of the
ship as this is you best location to take out single enemies at a time. Hudson
will offer some support here to make it a little easier. Explosives will rain
down upon the deck shortly as the gunboats behind you move up. Race for the
access icon (if you used another perk, well you'll have to take your chances).
INTEL (2/33): On the left side of the bridge behind a wall (upper area)
Inside are flak jackets which negate most of the blast damage from the
explosives making your life a hell of a lot easier. This also means you can
just stand on the mounted machine gun and ignore most damage as you mow down
the pursuing boats (wow, I never expected 'shortcuts' in a COD game after
Heart of the Reich' in the first Black Ops) cackling like a madman. Focus on
the boats that are further to the right first as these can flank to the far
side of your vessel and board it. Several CHECKPOINTS will go off as the enemy
boats are destroyed. Once you hear the cry of "they're boarding us!" Hop off
the machine gun and immediately head to intercept the newly arrived soldiers.
Be very careful of the soldiers that appear on the bridge as they have a good
position and can hit you on most of the deck (the shipping container is once
again your friend).
Now that bit of unpleasantness is out of the way refill your ammo from the
crates on the deck and help Hudson open the shipping container that probably
saved your bacon to find it saved someone else's bacon as well.
Objective: Use the Valkyrie Launcher to destroy the hind.
Oh, it's suddenly turned into an escort mission. Damn. Well at least Hudson
has to deal with it as it's your job to take out the helicopter. Grab the
Valkyrie from the deck and aim it at the chopper. You control the rocket it
spits out so guide it into the hind. Repeat this to reach the shore and
watch the chopper spin crazily out of control into a building. Swim away
from the sinking wreck with Woods in your arms (not much of a spoiler as it
is in the mission objectives). When you reach the beach Hudson will give you
some encouraging news and now you both get to carry Woods around.
Objective: Escape into the jungle
Objective: Get to the village and radio Savimbi for extraction
CHECKPOINT. Move up until Hudson tells you to take cover, do what he says if
you like staying alive.
Objective: Do not get discovered
Follow Hudson's instructions to avoid being spotted to eventually reach a
place to hide Woods, which means you can scout ahead to find the radio.
Objective: Enter village and find radio
CHECKPOINT. If you picked the access kit you will be able to enter the small
hut just ahead to collect some bear traps to slow your inevitable enemies.
Grab them now as attempting to later may get you killed. The Dragnov here can
be quite useful in the upcoming shenanigans (better than your pistol anyway).
Refill your ammo here once you have selected your weaponry and continue up the
path towards the objective. When you approach the radio hut you will see two
soldiers sitting on a wall to the left, you can bypass these guys if you are
crouched. Jump through the window to find it being used by someone else.
Objective: Approach and overpower the radio operator
CHECKPOINT. Watch the scene to suddenly have the entire camp after you. Wasn't
it a good thing you grabbed those traps early?
Objective: Fall back to the river
Follow Hudson until he takes cover and stops. You will see a strategically
placed sniper tower to the right of his new cover. If you grabbed the Dragnov
from before this is where it can really shine.
Objective: Defend Position
Climb the sniper tower and start laying into the onrushing hordes of soldiers.
Remember you can retreat down the back of the tower if you start taking too
much damage. Focus on the RPG wielding soldiers first as they post the biggest
threat. Once Hudson throws his smoke, retreat from the soldiers and use this
opportunity to place your traps in the chokepoint if you like.
INTEL (3/33): In the next area, the first sniper perch on the left has the
intel
CHECKPOINT. Follow Hudson to his next cover position and use the sniper perch
or take cover behind the trees to the side of the area to pick off the
soldiers that rush forward. Once the next smoke pops, jump over the small
waterfall and down behind some cover as a machine gun truck arrives at the
top of the falls you just dropped down. Shoot the gunner to explode the
whole truck (cause that makes sense right? What was he? Covered in fuel or
something?).
A word of advice in the following skirmish: Don't take cover with Woods. If
you do a rain of grenades and RPG fire will rake into your position making it
impossible to survive. A better idea is to retreat further back to the beach
using the Dragnov to pick off the troops following you. Keep defending until
Hudson stops right in the middle of the path. You have to race up and help him
with Woods until you reach the shoreline. It looks like it's all over. Both
the mission and your lives. Or not.
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_I 2 I_______________________________________________________________________
I I
IIIIII CELERIUM (Myanmar 2025) C2
I I______________________________________________________________________
I 2025 I
I I Default loadout
I I
I I Primary: M27 with millimeter scanner
I I Secondary: Titus-6
IIIIIIII Grenades/equipment: XM31 grenade/EMP grenade
Perks: Access Kit (definitely worth it here)
------------------------------------------------------------------------------
Mission objective: Obtain celerium
Objective: Rendezvous with Salazar and Crosby
Well, we typically don't start a mission in this position... Cool, suction
cup gloves. That looks like fun actually. The QTE's may be a bit confusing
(believe me, the first time I got to this point I splatted myself on the
nearest cliff face. Unintentional but bloody hilarious). After the first death
you should get the hang of it though. Once you reach the cliff top a one in a
million lightning strike will blast a tree next to you pulling you both
towards the cliff. You will be saved from being a pancake by your third squad
member. Follow your squad to another crumbling ledge to deploy a wing suit
and leap into the air.
Objective: Jump from the cliff to start your descent
CHECKPOINT. Use the RS to steer yourself (you don't have to worry about
altitude as that is automatic). This is a lot more fun than your typical
knees bent, running about advancing behaviour so enjoy the ride.
Objective: Reach the LZ
After the joyride ends you will obtain your weapons and be tasked with
infiltrating the base.
Objective: Investigate the base
Head for the squad objective marker for a CHECKPOINT and a look at your next
destination. You will see the two guards directly ahead and then deliberately
'not see' the guard that drops down in front of you. COD just went all Halo
on me... EMP grenades disable cloaking so keep that in mind for any difficult
encounters with 'shimmering' enemies. Stay where you are for the duration of
the fight as this location is a lot safer than moving up. Once Harper has
moved to the stairs, drop down from cover and move forward slowly. Moving up
the steps and taking cover at the top until your allies push forward past you.
CHECKPOINT. Move up behind your allies to see a drone starting to take off.
Race up on the left side, shooting the lone soldier guarding the drone and
use your access kit to take control of the 40mm machine gun attached to the
drone. Kill the thirty or so enemies approaching the landing site with it to
progress (seriously this access kit is worth its weight in gold!).
INTEL (4/33): At the helipad near the drone you controlled is an alcove with
a computer inside, the intel is sitting next to it
CHECKPOINT. Move towards the marker while remaining on the lookout for more
cloaked soldiers, a hut to the right of the gateway has an ammo refill inside.
Move into the gate and take cover to the left inside as a turret opens fire
on the area. This is a perfect location to just shoot the turret operator so
take the time to do so. Ah, veteran mode is back... With all the easy sections
so far it seemed like the enemies were throwing peanuts instead of firing
bullets at you. This section isn't hard per se, it is just tedious if you
don't want to be caught by surprise with a bullet makeover.
Objective: Destroy the temple door
CHECKPOINT. Watch the door get blown apart and follow your squad into the
inky gloom within.
Objective: Infiltrate the research facility
Follow the corridors down until you reach something that looks like an
umbrella installation from the Resident Evil games. Watch your team open the
large door for a CHECKPOINT. In the next room an access box will be to the
side with active camo inside. Feel free to pick it up and refill your ammo
before entering the complex proper. As soon as you do you will be knocked onto
your ass by a robotic sentry drone. Reactivate your camo (it is invaluable
against the drone and enemies within) and decide how you want to deal with
the drones. They are heavily armoured in the front but are vulnerable from the
rear (so many unintentional innuendos in this game so far...). Let your squad
circle round to the right, drawing it's fire while you calmly stand in the
doorway waiting for the drones to turn away from you. When they do, unload a
full clip into their exposed weak point and jump back into cover while it
explodes. Repeat this for the second one and then mop up the remaining
soldiers. Clear the room for a CHECKPOINT.
INTEL (5/33): In the left room, next to where the ASD robots appeared from
on a desk inside
Climb the stairs and headshot the enemies with impunity as they can't see you
unless you are very close. Clear out the five or so enemies on the upper level
and get ready with a grenade as you descend the stairs on the other side as
five soldiers will rise on an elevator through the floor. Release the grenade
to kill them all in one shot.
Objective: Infiltrate the lower labs
CHECKPOINT. Be sure to re-enable your camo after it turns off and another
sentry drone awaits at the bottom of the lift. Shoot the canisters to disrupt
the soldiers shots, allowing you to take cover against the right wall and
resume taking them out one by one. Head for the left hall as you don't really
want to run straight at an auto turret do you? One thing to note is the turret
on the ceiling. Make sure to eliminate that before moving up. You will see
after clearing the area another access point. Inside is an automatic turret
(squee!) to befriend.
Objective: Open container
Refill your ammo and open the container to progress. Put your camo back on
after the box is opened and get to cover.
Objective: Defend the area
Use the 3D modelling machine on the left for cover as the enemies rush in.
Your little turret should be able to deal with the enemy turret so it
shouldn't bother you as you mow down the enemy forces. Once the room is clear
and you have patted your little companion on the head/chassis/gearbox...
whatever, refill your ammo and open the gateway.
Objective: Obtain the Celerium drive
CHECKPOINT. Put your camo back on (sigh, why don't they just have it auto turn
on?) and enter the central area. The predictable death of your 'rescued
captive' ensues and another wave of enemies enter the room. Put your camo
back on AGAIN and follow your squad as they race for the objective.
Objective: Rendezvous with extraction team
INTEL (6/33): On a bench in the second room when following your team out (the
one after where your little robot was found in).
Keep pushing through the rooms towards the objective. Your camo gear should
make this a cakewalk but if you like you can take this slow by following your
team as they move up. Once you meet Briggs the mission ends.
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_I 3 I_______________________________________________________________________
I I
IIIIII OLD WOUNDS (Afghanistan 1986) OW3
I I______________________________________________________________________
I 1986 I
I I Default loadout
I I
I I Primary: AK47 with extended clip
I I Secondary: Makarov
IIIIIIII Grenades/equipment: Grenade/Flashbang
Perks: Access Kit
------------------------------------------------------------------------------
Mission objective: Gather intel on Menendez Cartel
Objective: Investigate Menendez's connection with the Soviets
Watch the horsies fly overhead to gain control over your character.
Objective: Follow Zhao to the Mujahideen base
Take your new horse for a ride until you make it to the camp site.
Objective: Defend the west blocking point
INTEL (7/33): On boxes on the side of the room
As you head out again towards your ride there is an access door to the left
you can pick to obtain some mortars... just cause. Exit the exploding camp
to the imaginary tune of flight of the valkyries as you see helicopters
airdrop enemy soldiers in your path. The AK47 here is far more accurate than
in past incarnations and still just as lethal so go to town on these suckers.
After which your allies will sweep to clean up any survivors.
INTEL (8/33): Instead of following your allies move straight ahead until you
see a red flag with an ammo refill crate next to it. The intel is at the base
of the flag
Sprint after your objective marker to reach a CHECKPOINT and see your allies
embroiled in an skirmish.
Objectives: Destroy the enemy BTRs
Apparently BTR's are now as common as mud or should I say sand in a desert.
Race out from behind the rock and take cover against the pillar to the right.
This will allow you to take out the two soldiers in the open ahead as well as
the soldier concealed on the building to the left. Once these three are down
move down the path until you reach a small structure and worm your way through
it until you can see the dwelling the icon is pointing to. Sprint through the
bullet hell and take cover as soon as you reach the building because the BTRs
don't like that kind of thing. When they roll away, take the chance to sprint
up the steps and shoot the single guard to see your objective. The STINGER has
a lot of ammo so don't worry about running out. Unload on the BTRs when they
aren't shooting at you as much and blow them up to complete the objective.
CHECKPOINT. Keep the STINGER (there is an infinite refill right next to where
you picked it up from anyway). On the same rooftop there is another access
icon which when opened gives you mines to play with. Try out your new toys on
the advancing vehicles that want to wipe you out. Blow the arch and hop on
your horse and ride into the distance. Seriously.
Objective: Defend the base from being destroyed
Race back to the base and pull out your STINGER (no innuendoes here folks!).
Blast the tanks trying to pound the walls of the camp. The STINGER should
make short work of them (faster than mines anyway). Swap to the anti-air mode
after taking out the tanks as a series of gunships that may give you fits or
nightmares in later life... Take cover underneath the overhanging rock
formation on the right side of the area when facing away from the camp. Use
this spot to dance in and out of as you fire (get off the horse here as it
will only get you killed). Once the final chopper goes down your new objective
will appear.
Objective: Retake the weapons cache
Head for the objective, squishing enemies underfoot with your horse. There
will be an arch on the left side of the entrance to the chasm which is a good
place to dismount and start destroying helicopters and BTRs. Checkpoints will
occur rapidly here as you take down the flying pests. If you head to your left
from the arch there is a refill station. Work your way forward killing as you
go, eventually your allies will take the weapons cache for you.
INTEL (9/33): Stand on the first bridge and look across it to see a dark cave,
the intel is on the floor at the entrance
Objective: Return to Mujahideen base
Charge of the Light Brigade much? You'll see what I mean. When the horse goes
down hold RT and LT to remove the horse. The rest is all preset so just watch
the pretty lights.
Objective: Interrogate Kravchenko
Guess who's back. Watch the series of cut scenes to end the level.
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_I 4 I_______________________________________________________________________
I I
IIIIII TIME AND FATE (Nicaragua 1986) TF4
I I______________________________________________________________________
I 1986 I
I I Default loadout
I I
I I Primary: Galil with fast mag
I I Secondary: Barrett M82A1 with variable zoom
IIIIIIII Grenades/equipment: Grenade/Smoke grenade
Perks: Access Kit
------------------------------------------------------------------------------
Mission objective: Secure Raul Menendez
Objective: Menendez
Watch the opening scenes and then once you are rescued you enter a killing
frenzy. That may be an understatement... The shotgun and melee both work
equally well here as you move super-fast and basically one shot everything.
Objective: Rescue Josefina
This section seems to be more stress relief than actually difficult. Head
for the objective decapitating everything in your way, taking cover when
needed until you reach the axe. After displaying your pinpoint axe throwing
skills, race up and machete more guys to the face.
INTEL (10/33): Inside the burning barn next to a stack of hay
Once you get to the massive open courtyard you will have to be more strategic
in your approach as the insane number of enemy spawns can even overwhelm
crazy man. Keep on the left wall and use the pillars to stay alive (keeping
an eye out for enemies spawning behind you). You will most likely have to make
a rush for the door and objective as the spawning seems infinite. When you
make it to the top of the stairs you will witness another cut scene and
you will be thrust into another soldier.
Objective: Clear the Cartel village
Walk down the hill to trigger the enemy spawn and then retreat back up and
pull out your sniper rifle. You may need to retreat all the way up the hill
as these guys can be freakishly accurate at range. When you approach the
village, circle round from the right first as this will most likely be clear.
You will also see an access point inside a nearby building which contains
molotov cocktails. As you move uphill, enemies will be waiting with bated
breath (and unfortunately weapons too). This is one of those take it fast
and die or take it slow and be bored but live sections. Use your sniper rifle
to clear out some guys and follow your squad up the hill. A machine gunner
will be waiting at one point but he is a pretty easy target.
Once you are on flat ground again a CHECKPOINT will greet you. Watch out as
a machine gunner truck will race around the corner towards you. Shoot the
driver to gain the approval of your squad mates (Yay, the approval of AI. I
feel so honoured), The villa ahead is swarming with enemies so you will have
to take it slow and snipe your way to victory. There must be at least thirty
guys here so I hope you brought enough ammo. Move up to the building once
suppressing fire has been laid down by your squad and move to the entrance
being careful of the three enemies up the stairs as you enter.
Objective: Assault the mission
Out the back of the building there is another access point with mortars
inside. Prepare for another mass slaughter of another thirty plus enemies.
Beware of bell towers, rooftops and grenades. Take your time again and
snipe your way through. Don't stand still too long or you'll get a visit from
the grenade fairy.
INTEL (11/33): Halfway up the belltower
Once the area is clear move up to the belltower and climb to the top to take
a prime position for the skirmish ahead. This is more like it, most of the
enemies don't even notice you so begin the massacre. Take out the RPG soldiers
on the patio and the two snipers in the towers to the sides. Then start
clearing the courtyard. There will be a lot of foliage blocking your sight
line but you should ample ammo to compensate for this. A dragnov will be
sitting here if you forgot to pack your sniper rifle.
Objective: Clear the Cocaine Bunker
CHECKPOINT. A bunker made out of cocaine? Open the access door to find a
machete and a crapton of guns. Pick what you want and move out to the ammo
crate room and use this spot to start picking off enemies with your sniper
rifle or scoped weapon. The crate negates ammo worries so feel free to fire
as many shots as you want. About twenty five enemies will be in the large
production room here so it will take a while to clear it safely. After you
can no longer see any enemies from the ammo room, walk out to the railing
using the wall or crates for cover and snipe the remaining forces before
moving towards the objective. Just before you reach the objective a final
soldier will run out so just swap to an auto weapon and take him down.
INTEL (12/33): In the small room to the left of the objective marker
CHECKPOINT. Ten or so enemies will be waiting for you in the burning room
but if you take it slow you should get through without any worries. If you
want to get the intel for story achievements follow the flames around to the
right to find a desk with a CIA envelope on it (get to it before the flames
do).
Objective: Find and capture Menendez
CHECKPOINT. Climb the ladder to reach the outside world again and immediately
take cover to the side of the small area as two enemies will automatically
be firing at you. Follow the trail of destruction Woods leaves, putting down
the odd one or two survivors until you reach a doorway to the inside of the
building. Watch the unfortunate consequences of revenge and the level ends.
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_I 5 I_______________________________________________________________________
I I
IIIIII FALLEN ANGEL (Pakistan 2025) FA5
I I______________________________________________________________________
I 2025 I
I I Default loadout
I I
I I Primary: MTAR with millimeter scanner
I I Secondary: Tac-45 with laser sight (swap with s/rifle)
IIIIIIII Grenades/equipment: Semtex/Concussion
Perks: Access Kit (worth it here)
------------------------------------------------------------------------------
Mission Objective: Gather intel on Menendez
Objective: Gain access to Anthem
INTEL (13/33): In the room you start in on the right
Seems the guys start off in a bit of a pickle. Once the Claw is up and running
let it go and as you enter the next room there is an access icon. This
activates the Claw flamethrower, why is the access perk so broken? Follow
behind the Claws marking targets and picking off distracted survivors as you
go. As you move forward through the room a drone will appear at the far
windows. Pull out your sniper rifle (you did read the swap part didn't you)
and dig in halfway through the room behind the big wall. Peek around the
corner taking shots whenever the drone exposes itself. After five or six shots
(from the barret anyway) the drone should explode.
Move forward to the end of the room for a CHECKPOINT. As you move outside you
should spot the access icon on a panel near a metal roller door. This lets
one of the Claw head to a better vantage point up on the buildings. While they
barbeque the enemies you can swap to your sniper again to clear the street
and balconies of enemy soldiers. The Claw's flamethrower is invaluable here,
not because it kills the enemies but instead it locates them for you. Watch
out for the movement of the water as it can push you out of cover as well.
Waterfalls will also obscure your vision for a few seconds so take cover if
this happens. You will have to move to the large arch at the end of the street
to progress.
After the CHECKPOINT at the end of the street, three more enemies will be
waiting around the corner. Drop them quickly and move forward until a train
carriage starts hurtling down the street towards you. Follow the objective
and Harper to reach a simple QTE and safety. Before following Harper down the
alley, take your first right to find an ammo crate. Locked and reloaded, mosey
after Harper for a CHECKPOINT.
INTEL (14/33): In the same side passage as the ammo crate on the ground
Objective: Avoid being spotted by MQ drones
Follow Harper's instructions here to avoid becoming Swiss cheese. After moving
through the building you will get a CHECKPOINT. Just a note that you cannot
use the same pillar Harper is hiding behind as the drone will spot you
(Thanks sooo much for that Harper). Use the prior one.
INTEL (15/33): When you enter the bank building (has a massive sign with bank
on it) it is through the left entrance on the floor
Just keep going until you see two guys on a wall ahead. Harper will tell you
to take out the one on the right. Do so to move up and enter the sewer level.
CHECKPOINT. Up the stairs will be an access point with some intel (not the
collectable kind) inside. Play slip and slide as you follow Harper (just don't
contemplate what the water has been replaced by). After a bit more squelching
you will contact the admiral.
Objective: Get to observation point
Use the grappling hook you stole off batman to reach the rooftop. Above you
will find two very easy targets ready for a strangling. Take the one on the
right to clear the roof. After this you will be given a new toy to play with.
An ID scanning glove. People who have played Alpha Protocol will know the
deal here. Line up and scan a person to check if it is your targer. I'll make
this easy for you, Menendez is wearing a white suit.
CHECKPOINT. Follow Harper along the rooftops, listening to his instructions
to avoid detection.
Objective: Record Menendez's conversation
When you are forced to go prone to avoid the spotlight, you will have to
record the next important piece of the conversation. Locate Menendez nearby
and hold the glove's reticule on him until he moves out of range. Climb the
boxes nearby and watch Harper take up amatuer surgery for a CHECKPOINT. The
next recording will take place through the windows in this room so just wait
till Menendez appears and record it.
Objective: Reacquire Menendez
CHECKPOINT. Follow Harper outside and resume your stop start mode of progress.
It's like driving in peak hour here! When you reach the point that Harper
comments "these guys are in our way." This supposedly translates to jump over
the railing and melee them to death. Enter the door to find your third
recording session.
Objective: Reacquire Menendez
Go for a nice relaxing little swim to reach a CHECKPOINT. And to find that
not everything goes to plan (does it ever in these games?). Swim for your
ass, or just your life as you get a new objective.
Objective: Rendezvous with Salazar
Objective: Clear the rail yard
Well this is certainly entertaining. You get to take command of both Claw
units to clear the yard outside. Have some fun and let off steam here as
the Claws just wipe anything in their path out. Once the yard is clear make
a break for your escape vehicle. Turns out the Admiral is a bit of an asshole
and want you to risk getting blown up even more. Ok, now this part seems
difficult but it really isn't if you know what's happening. Pilot the drone
to the barricade while taking out all the enemies along the way, then blow
it up to start frantically driving out of there. Head for any open streets
and generally take the left path unless told otherwise.
Near the end of the chain reaction/ exploding fire everywhere part if you
dodge the wall of flames you will get an achievement.
Objective: Escape Anthem
Objective: Get to the extraction point
Thankfully you are out of the vehicle and on foot again. Head to the top of
the slope to finish the level.
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_I 6 I_______________________________________________________________________
I I
IIIIII KARMA (Cayman Islands 2025) K6
I I______________________________________________________________________
I 2025 I
I I Default loadout
I I
I I Primary: PDW-57 with EDTech sight suppressor
I I Secondary: KAP-40 with tactical knife (Sniper is better)
IIIIIIII Grenades/equipment: XM31 grenade/Flashbang
Perks: Access kit
------------------------------------------------------------------------------
Mission objective: Secure Karma
Wait, floating city? Someone's been watching too many Bioshock 3 trailers.
I think it's more like a massive oil rig platform that has been converted
into a giant corporate park.
Objective: Get through security checkpoint
Follow your squad members into the complex Just relax and take in the scenery
until you reach the second floor with the elevator. Two seconds in and
security personnel will open fire.
Objective: Head to the CRC
Once the two mercenaries are down, head for the objective to meet 'ziggy.'
Vent travelling time! Wow this is just like wall running with the aliens in
aliens vs. predator as well as being equally sickening and disorienting. This
is a very linear section that shouldn't pose any problems.
Objective: Access CRC computer and search for Karma
Open the retina scanning door for a CHECKPOINT. Immediately take cover to the
right behind Salazar as this reduces the number of enemies with line of sight
to you drastically. The far right side of the room has one particularly
deadly enemy so be careful when trying to line him up. Immediately after
killing this guy an enemy will spawn and try to bum rush you from the right
swap to a close range gun and mow him down when he appears. Once the area is
clear, head to the access point to get some targeting data.
INTEL (16/33): On a desk on the right side of the room
After finding out what Karma is it's time to hit the club. As you try to exit
back out the way you came, more PMC soldiers will be waiting. The game tries
to force you forward here, just keep in mind you can back up again to safety.
Keep in mind that most of the enemies will rush past your allies here to try
and take you out. On this difficulty it is best to push forward slowly to
avoid getting surprised by spawners. The first objective is a door that will
be kicked open and enemies will rush you. Retreat or meet them with an
automatic gun and resume your slow advance. More corridors full of enemies
greet you and the tactics remain the same. If you took my advice about the
sniper rifle here is where it will really shine. Swap back and forth between
your weapons (remember to swap to close range when healing or you could be
bum rushed). Eventually you will reach the elevator again.
Objective: Rendezvous inside Club Solar
What an awesome looking club. Stroll past the bouncer like you are an A-list
star until you meet up with your target on the dance floor. Once the crap
hits the fan you will have to slo-mo kill about twenty enemies with an SMG.
The checkpoint is at the start of this section so just repeat until you
succeed. Definitely use the zoom to take them out accurately or they just
become too much to handle.
Objective: Stop Defalco from escaping with Karma
Once you are back in control, notice there is an access point inside the
armoury which was just opened. Grab the electric knuckles and whatever other
weapons take your fancy before heading towards the next objective. This seems
to be a rush to catch up with Defalco however I saw no timer or any means to
assess if you are failing or not. I used the Barret for all of this section
and moved through as fast as I could but didn't fail so I'm unsure if it is
timed.
INTEL (17/33) A store on the ground floor with the sign d'Ho has the intel
in the back behind the cash registers
Most of the enemies you encounter in this section will be distracted by the
security or your squad members so they are relatively easy pickings. The
occasional one will run at you but otherwise this should be pretty simple.
Keep pushing forwards to unlock a few checkpoints.
Objective: Open the mall door
Once you are told to open the mall door, you should see an access point to the
left. Open it up to regain your little ASD friend from the earlier levels to
help with the situation. Help Salazar open the mall door to reach the stairs
to the outside. All the automated defences will begin to target all armed
personnel so be aware that you may be shot in the back by your 'allies.' A
couple of shots with a sniper should take out any ASD that gets in your way.
As you continue moving keep an eye up for four snipers on the large raised
garden in the middle of the area. This sequence is pretty much the same as the
last, with most of the enemies being distracted.
INTEL (18/33): After passing the upraised rocks with the snipers on, stick to
the right hand side and you should see the intel on a small stall after a
little bit
Once Defalco actually appears as your objective, race for him as you have to
try and stop him before he escapes now. A slow-mo scene will trigger when you
approach and you will have to gun him down to succeed. Use the cover here as
his shots are pretty lethal. You do have time to take his minions out as well
so focus on removing them first as they will try to rush you otherwise. Take
him down or let him escape to finish the level.
Note: This is a branching story path choice
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_I 7 I_______________________________________________________________________
I I
IIIIII SUFFER WITH ME (Panama 1989) SWM7
I I______________________________________________________________________
I 1989 I
I I Default loadout
I I
I I Primary: MP5 with rapid fire (swap for s/rifle)
I I Secondary: Colt M16A1 with multiple attachments
IIIIIIII Grenades/equipment: Grenade/Flashbang
Perks: Access kit
------------------------------------------------------------------------------
Mission Objective:
Objective: Meet up with Mason and McKnight
Step out of your nifty wheels and head for the house which looks oh so
photogenic. Meet Woods in the driveway, followed by McKnight at the door.
Take a stroll round the back at McKnight's request to meet up with him.
Objective: Retrieve bag from shed
After grabbing the bag head back out the front to spot some punk tagging
McKnight's ride. Watch him waste a perfectly good beer to fade into the
mission.
Objective: Capture false prophet
Enjoy the short and scenic boat ride to the shore and regain control to start
the mission proper. Head for the sewer entrance (Seriously, two sewer
sections? What's next the poisonous spiders). Oh, were going over them...
My bad. Climb the ladder and distract the guard so woods can terminate his
hopes in life and pull the RT as another guard walks out the door to the
right at the same time. After planting your knife solidly in his face things
will get very complicated real fast. Race inside the guard post so you don't
get hit by the hail of lead headed your way. Use this safe position to
'retire' the enemies spraying your cover. These guys are pretty grenade happy
just so you know. As you move up after the initial wave a ute with five or so
soldiers will roll in. A well placed grenade can instantly solve the problem
or you can take the old fashioned approach of personal service.
Objective: Assist SEALs
Head down the ramp to spot an access point with eight nightingales inside.
Head up the stairs for a CHECKPOINT. A bunch of distracted enemies are
firing away on the roof so they should be easy pickings, be careful of staying
in the staircase however as your allies can push you out of cover (Gee, thanks
guys!). Keep following Mason and drop down onto the catwalk inside the
building. Immediately move to the right and drop down again into better cover,
unfortunately one enemy is in the hall already so make sure to get him as
soon as you land. Another access point at the end of the hall has a useful
flak jacket inside so be sure to grab it. Head back to Mason and enter the
office to confront three or four enemies here. Use the corner or the boxes
here to avoid their fire while dealing with them and then keep moving. Grab
the RPG launcher on the floor here as you'll need it in about twenty seconds.\
Intel (19/33): On a shelf just before you descend the stairs
Tromp down another set of stairs for a CHECKPOINT and to re-join Mason. You
will be tasked with firing an RPG at the leaving plane. Once it is a
smouldering wreck set about sniping the enemies scattered on the runway and
the building opposite (once again the sniper rifle being a far better choice
than one of the pre-set weapons).
Regroup with Mason once the runway is clear being careful of the occasionally
cheap enemy spawn here (he can spawn to your side if you aren't cautious).
Now you know where your target is it's time to move. Keep moving up as
McKnight clears the path for you. Head for the motel room and breach the door,
off the guards inside and capture your target.
Objective: Escort false prophet to Army checkpoint
You will have the job of dealing with the soldiers tormenting common
civilians, show them your version of the Geneva Convention and come down on
them with the big whacking stick. Head into the building and give a wry grin
at how Mason complies with orders. Kick open the door and head back onto the
street for a CHECKPOINT. Run for the checkpoint until you get to about 170
meters away where your first armed enemy will be waiting behind a ute. Take
him out quickly and as you move forward take cover as an enemy with a RPG
will be in the next area. Sprint through the area using your close range
weapons to deal with the three or so enemies in your path. When you get to
the 120 meter mark you will have to deal with a few enemies who try to take
up positions behind a car. Now this section can be annoying if you don't take
the time to remove the major threat before racing across to the objective.
A sniper is on the roof with perfect line of sight to where you would stop if
you sprint across so deal with him before you even try. Killing as many of the
enemies in the area as you can will also make it far easier. You can flank
most of them by moving along the wall but the shrubbery will make your work
tougher.
INTEL (20/33): Before making the dash for the church there is a small building
with a smashed wall in the middle of this area. Head inside and the intel
should be on the bench
Once you are satisfied, make the sprint across the gap and if the sniper is
dead you should get a CHECKPOINT. Keep moving towards the objective taking
out the remaining forces from your initial assault. Breach the door at the
end of the street to watch another cut scene.
INTEL (21/33): Move straight ahead after the cut scene to find it on a bench
Follow the hallway until you rescue the trapped woman. If you still have those
nightingales, they can come in handy after pulling yourself up. Throw one at
the back of the corridor through the smoke and half the rush thats meant to
come at you will instead run the other way (or you could try to take them all
in melee for the points, just sayin'). Once they have been put down you should
move through the smoke for a CHECKPOINT. Keep moving until you have to rescue
your target. After the 'conversation' about following the rules you will have
to sprint for the opposite building. Time your jump right and you should be
fine. Trot along to the army checkpoint for yet another cut scene.
Afterwards your new target is identified you will have to take the shot.
Note: This is a branching story path choice
The choice is shooting him in the head or in the chest twice (once standing
and once on the ground). Doing the latter bags you an achievement.
Story happens and the level ends. Pretty easy overall, just a lot of cut
scenes slow it down.
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_I 8 I_______________________________________________________________________
I I
IIIIII ACHILLES' VEIL (Yemen 2025) AV8
I I______________________________________________________________________
I 2025 I
I I Default loadout
I I
I I Primary: Skorpion EVO with laser sight
I I Secondary: B23R (swap with a sniper rifle)
IIIIIIII Grenades/equipment: XM31 grenade/EMP grenade
Perks: Access kit
------------------------------------------------------------------------------
Mission objective: Capture Raul Menendez
Objective: Join Menendez on stage
Take the time to have a relaxing stroll, through the heavily armed platoon
of guards to the balcony outside where Menendez's adoring public awaits.
Objective: Rendezvous with Menendez at the Citadel
As is often the case in CoD games, things go bad real quick and you are forced
to beat a hasty retreat. Your sniper rifle will immediately come in handy here
as it will allow you to take down the little flying scuttly buggers in one
shot. Clear the courtyard using this technique (they do stop spawning) and
head for your objective.
INTEL (22/33): On the right side of the courtyard is a set of stairs which
has a small room filled with carpets at the top. On the floor here should be
the intel
Take the left path out of the courtyard as this provides more cover and
remember to look up for the flying gunners or else they can ruin your day
pretty fast. Stay left to find an access point with a sword inside. Yeah a
sword, I did a double take too. Did this game become skyrim without me
looking? Oh well. Resume your advance up the left side, taking the time to
experiment with your new melee weapon. At the next small building you should
receive a CHECKPOINT. After leaving this cover you need to head diagonally
to the right instead as this is your next best cover location.
An American will be waiting at the exit door so be ready to fire once he is
down watch the drone fall from the sky. More soldiers will continue running
in from the right of where the drone crashed so you need to thin their
numbers before making a dash to the opposite side of the street. Once you
think it is safe enough sprint across to the next building. You will meet
several allies holding off four or so flying gunners so pull out the sniper
and dismantle them (I'm sure the default pistol would have helped a ton with
these things, right?). Through another archway to more defenders holding
their own against superior technology. At the end of this walkway are crates
containing RPG launchers and an ammo refill to the left of them. Walk past
the ammo to find yourself flanking an ASD advance, use this to your advantage
by putting two sniper shots in the rear of it to turn it to scrap. You should
be fine clearing this courtyard as all the ammo was just refilled. Carefully
move up the left side afterwards as large numbers of enemies will run in
from the far end of the plaza.
This battle can be tedious as enemies are firing from every direction, so the
best way to approach it is to bunker down, sniping enemies while your AI
allies push forward. Be cautious when the street 'looks clear' because your
buddies may ignore the ASD or the two final spawning soldiers completely.
Head for the objective to find an ammo refill and CHECKPOINT. More ASDs,
flying gunners and soldiers are waiting for you around the corner so use
the refill location as cover while you shoot out the door or windows.
Fortunately this enemy encounter is far shorter as there are less troops
here so mop up and move into the next building. Open the door to rejoin
Menendez.
Another story choice will present itself here and depending on a series of
choices in the game can lead to various achievements. Read the achievement
section for more details.
Shoot Harper - Farid lives
Shoot Menendez - Farid dies
Objective: Pursue and capture Menendez
CHECKPOINT. Follow your squad down the alley and you will gain control of
the drones you spent the first half of this level shooting. Ironic isn't it?
Maybe it's just Karma... Yeah, horrible I know but I couldn't help it. The
drones can be a little hard to control at times as you seem to paint an area
and they shoot it until you command them to do something else, even if the
enemy you were aiming at moves slightly to the side they don't compensate.
So they are a helpful asset here rather than an I win button. After clearing
the first small room race around to the door and get inside as there is a
RPG wielding enemy overlooking the street and he is a very good shot.
INTEL (23/33): Behind some boxes in the first room is the intel
Climb the stairs and use the window or balcony to start picking off the
enemies above street level that you couldn't see before. In the last room
before you reach the objective marker is a sentry turret. Use the window to
take it out before you enter.
CHECKPOINT. Poke your head out into the sunlight to spot the two enemies on
the roof and one on the stairs leading to your next cover location. Once these
three have been removed from the realm of the living, swap to a mid-close
range gun and head up the stairs. Depending on how efficient your allies and
drones have been there may be up to about three enemies in here to deal with.
Clear the building and head up the second set of steps for your sniper's
perch. Use this to crush the waves of opposition they send your way (imagine
trying to kill all these enemies without the sniper!). After your drones have
ceased fire, move forward and continue the attack for a CHECKPOINT.
The sheer number of people on the screen was hilarious at times, I had to
shoot through my own allies several times to hit enemy soldiers because they
ran in the way. Or when a heap of enemies spawn in a conga line resulting in
taking out three or four enemies with one bullet. Classic. This section is
a target heavy environment allowing you to take out dozens of enemies quickly
as they are often distracted by your drones. Make sure to clear both paths
before you advance or you could get a bullet to the back. Once you reach the
first large building you can use it as cover while you take out the multiple
RPG wielding soldiers on the opposite side of the canyon (before they can
one shot you anyway).
INTEL (24/33): On the roof of this building, climb the ladder outside to
reach it
Enemy drones will also spawn as you move up from the building so be on the
lookout for those with red lights. Clear the way until you reach your next
sniping point. Another crumbling building.
Once all the RPG soldiers you can see are dead you can sprint across the
bridge to the other side of the canyon. CHECKPOINT. Gee, you glad you packed
all that ammo yet? Definitely one thing I noticed in this veteran campaign
is you nearly never run out of ammo unlike some other versions. Take your
time, snipe whenever you can and when you reach the objective you will reach
Menendez once again. Can't tell he wants to be caught can you? Once he is
secure the level ends.
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_I 9 I_______________________________________________________________________
I I
IIIIII ODYSSEUS (USS Barack Obama 2025) O9
I I______________________________________________________________________
I 2025 I
I I Default loadout
I I
I I Primary: M8A1 with hybrid optic
I I Secondary: M1216 with millimeter scanner
IIIIIIII Grenades/equipment: XM31 grenade/shock charge
Perks: Access kit (definitely worth it here)
------------------------------------------------------------------------------
Mission objective: Interrogate Raul Menendez
Hmm, normally these scenes are the other way round in Black Ops games. Step
into the room and listen to Menendez's cryptic words until everything goes
pear shaped. Oh seriously, how the hell did he end up in that position? Did
he lie down and give Menendez his gun? Anyway wake up after your snooze to
be woken up by Salazar. An access point will be right in front of you
containing the stun knuckle weapon (they have a name but I'm feeling lazy).
Objective: Get your weapons
Pick up your guns off the body on the floor (did this guy steal your weapons?
Was he holding them for you? Did they leave them on his corpse? I really
would like to know. This one single guy is more fascinating than the whole
aircraft under attack scenario. Once you've selected which guns look the
prettiest head back to the hatch and open it for a CHECKPOINT and new
objective.
Objective: Regain control of the ship
Immediately take cover to the right and start clearing the hallway. Don't
move up too far until your squad do as the enemies here are true veteran
enemies and can take you down very fast. Your AI also likes to ignore them
sometimes until they have passed them so again don't race up too fast.
A CHECKPOINT will trigger at the bottom of the stairs. Salazar will split
off and you will be left with the AI red shirt wearing brigade (yeah that's
probably too old a reference unless you watched reruns of it). Essentially
these guys are predestined to be screwed over ok? Head back into the sunlight
and stop at the next corner. A well placed grenade can clear this hallway
pretty much so if you want to be efficient do that. You will most likely have
to travel through the small rooms on the right to make it up the hall as
enemy fire seems to travel up it even though there are no enemies left.
Watch the redshirts die and listen to Briggs before doing anything else
(besides shooting the one suicidal idiot that rushes you). If you have the
access kit than your job just got a whole lot easier. Sprint for the access
point and activate it to gain control of the turret and go nuts on the
sitting ducks inside. There are a lot of them but you should be able to kill
them all before anything untoward happens. If you don't have the access kit
umm... have fun? There are at least fifteen enemies scattered through this
room so you will take a while. Take it slow and you should get through but
kill the turret first. Once in the room you can exit through the right or
left doors but there will be enemies in both so duck back into cover after
your initial peek.
INTEL (25/33): To the right of the computer terminal
Pick them off and access the computer terminal.
Objective: Assist the SEALs using a sniper rifle
CHECKPOINT. Head down the staircase to see a squad firing out at the wave
of approaching enemies below. Grab the sniper rifle if you haven't got one
already and take out the encroaching soldiers (I accidently shot one of the
defenders, whoops). After killing twenty or so enemies the SEALs will finish
moving up and the objective will be complete. CHECKPOINT. Just a note that
you should definitely hold onto the sniper rifle as it will come in handy at
several other points in the level. Head past the prisoners and when you reach
the stairs either use them as a snipe point or run down them and take cover.
Six or so enemies will be at (and reinforce from) the other end of the room.
End their troubles in this life to be greeted by another set of stairs. A
single soldier should be waiting for you to descend so put him out of your
misery. The hallway is another perfect grenade lobbing range so feel free to
work out your throwin' arm. The only real threat here is the turret. If you
brought a sniper you should be golden otherwise this may take a while.
Be careful of your angles after taking out the turret as reinforcements will
arrive from both the end of the hall and from the door on the right side.
Leave no pane of glass unshattered as you gun them down. The redshirts will
wait for you to move up so the barrage of enemies will have to be faced by
you. I don't know if it's infinite but it sure seems like it with enemy
after enemy rushing out of spawn closets. Once you make it to the door into
the room with the access point you should finally receive a CHECKPOINT.
Another turret controlled massacre ensues here so clear the room or cry as
you have to deal with the enemies the hard way. This area has a ton of
enemies and many cheap death zones so be very cautious, use your lemming
allies to tell you what's ahead and keep to an assault rifle or SMG here as
it is all close combat.
Objective: Check the CCTV feed
Once you reach the stairs at the rear of the area you should see a refill
crate right ahead. Use it and stomp over to the objective. After seeing
the Admiral's plight there is nothing you can do. Oh or you get to be
Menendez doing it. That's fine too I guess.
Objective: Subdue Admiral Briggs
Grab the Admiral and watch the big dramatic reveal and make yet another
story affecting choice. Shoot him in the leg or in the head. Wow that was
screwed up. Didn't 'see' that coming. System ready: Enter command> Mess
shit up... Did Menendez just gain control of the entire American automated
war machines? Damn, that's a step up in badassness right there.
Objective: Reach the server room
INTEL (26/33): On the right side of the area, near the red doorway to your
objective should be a small set of stairs leading up. Up these should be the
intel
Regain control as Mason and enter the ventilation shaft to reach the
server room. Help the Admiral if he isn't dead and then head for your new
objective.
Objective: Get to hangar bay
CHECKPOINT. Walk through the destroyed innards of the carrier until you reach
the hangar.
Objective: Find Menendez
Grab some ammo before you exit the hangar and get ready for a dick move by
the level designer. As you walk outside the elevator you are standing on will
rise and enemies will spawn behind you on the platform above. If you aren't
in cover quickly you are screwed. Hide behind the jet engine and take
pot-shots at the soldiers until Mason requests a VTOL for extraction.
Objective: Get to the VTOL for EVAC
CHECKPOINT. Glad you still have that sniper rifle here aren't you? With such
open views you can go on a rampage here, gunning down dozens of enemies in
a few seconds. Just be careful of the occasional bum rushing enemy who will
waltz up to you while you are scoped and just lay into you. Look to the left
after clearing the elevator to see an access point that will make life so
much easier. Inside is the controls for a CLAW, yes those awesome
indestructible automated robots. You now control it. Have fun. This is a long
and tedious section but there is a checkpoint halfway in the scrapped jet.
INTEL (27/33): In a parked jet to the right of the wrecked building in the
center of the runway
Take your time and let the claw do the heavy lifting and with patience you
should get through.
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-I L I-----------------------------------------------------------------------
_I 10 I_______________________________________________________________________
I I
IIIIII CORDIS DIE (U.S.A 2025) CD10
I I______________________________________________________________________
I 2025 I
I I Default loadout
I I
I I Primary: Type 25 with reflex sight
I I Secondary: Storm PSR
IIIIIIII Grenades/equipment: XM31 grenade/EMP grenade
Perks: Access kit
------------------------------------------------------------------------------
Mission objective: Protect P.O.T.U.S
Objective: Get POTUS to the 'Prom Night' bunker
Well. That didn't go well. Nuff said. This is one hell of a high status
escort mission isn't it?
Objective: Use the SAM turret to shoot down the drones
Immediately sprint for your objective as otherwise you won't last long.
The SAM controls are pretty easy so just lock onto the drones and keep firing
until you succeed.
Objective: Regroup with protection detail
Well at least we have one jet to support us right? Huh, we now get a
highlighted choice as to what to do. You can either rappel down with the
group or provide sniper overwatch. Hmmm... which one has less chance of
being turned into a bullet magnet. I choose sniping as you are far less of
a target. I may be wrong but let's see how we go.
Objective: Protect POTUS
Objective: Save all 3 MRAPS
The sniper they give you is pretty neat as it has a really nice scope to play
with. Seek out highlighted targets and make sure the President is safe at
all times. You only need to kill a set number before you automatically succeed
so just keep on top of things. Oh, and the gun can shoot through walls like
in Eraser. Just sayin'. Rappel down for a CHECKPOINT and take cover as there
are still more enemies incoming.
INTEL (28/33): Past the bus to the left of the road behind a burning car
There is an ammo refill crate slightly ahead that offers good cover and a
nice sniping position. Once you move up it's time to stop and take a
breather. Nah, just stand still and start sniping enemies through the truck
in front. It's cheap I know but then again all of veteran mode is cheap so
it deserves some payback. Once your satisfied there are no yellow outlines
still standing move up to the President's location.
Objective: Head for the 'Prom Night' bunker
CHECKPOINT. Ah driving again. Well that wasn't a long driving section was it?
I was going to complain, make some references to how Forza this ain't but
that was like 50 seconds so I think I'll just let it go. Get trucked. No
literally.
Objective: Destroy the C.L.A.W.s
After your hundredth concussion this campaign you will wake up in
a magically unsmashed vehicle. Climb out and prepare to be ganked by CLAWs.
INTEL (29/33): In the Hotel along the left wall after you wake up on the
reception desk
Quickly grab the RPG directly in front of you and flank to the right behind
cover then line it up and fire. Four times. Repeat another two times to win
yes? Well, you can make your job slightly easier by opening the access point
to the right of the destroyed CLAW to find drones to control. They may not
work on CLAWs but they will work on the soldiers scattered everywhere. The
path through the area is pretty obvious. Just don't miss too much with the
RPG and you should be ok. There is an ammo crate inside the truck to use if
you run dry anyway so ammo shouldn't be a problem.
Objective: Regroup with POTUS
CHECKPOINT. Well-deserved I might add. Another slow move up section will
follow (same thing just no CLAWs to worry about). Head into the buildings
where possible and use your fancy sniper rifle to scan for threats, killing
them before they even see you (that would be so broken online).
INTEL (30/33): Inside the buildings to the left, up the escalator on a rack
to the right
After reaching the first objective marker here you will get a new objective.
Objective: Save G20 leader
Time to rescue the French leader. Well I tried (failed miserably). I am unsure
if you can actually save him or not but if (like me) you couldn't succeed in
protecting him you are knocked out again and wake up staring at a burning car.
Objective: Get to the FA-38
Check on Anderson before hopping in the jet.
Objective: Follow Anderson's ambulance
Objective: Protect the President's vehicle
Looks like you're providing the air support now so follow the ambulance until
you catch up to the Presidential convoy. Now you have to focus on taking out
helicopters and vehicles before the President's vehicle approaches them.
Missile locks make this incredibly easy just look for any red points on the
screen and wait for a lock then blow them away. The annoying part is when you
have to shoot down waves of drones while the afterburners are on. I hit many
a building doing this but I managed to keep it together long enough to make
it. Don't bother with the machine gun against the drones as it takes far too
long to destroy them, just do your best to get those locks ASAP and you should
be good. Oh and the level ends.
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_I 11 I_______________________________________________________________________
I I
IIIIII JUDGEMENT DAY (Haiti 2025) JD11
I I______________________________________________________________________
I 2025 I
I I Default loadout
I I
I I Primary: SCAR-H with target finder and grenade launcher
I I Secondary: XPR-50 with dual band scope
IIIIIIII Grenades/equipment: XM31 grenade/EMP grenade
Perks: Access kit
------------------------------------------------------------------------------
Mission objective: Find Raul Menendez
Objective: Shut down the transmission
Awesome, jetpacks! The missiles can be a pain if you attempt to drop in a
straight line as they spawn directly in your path. Keep moving from side to
side to avoid them easily until you reach the ground (that guy cartwheeling
as he botched his landing was priceless).
Objective: Gain entry to the military facility
Take cover at the first corner and use the scope of the default sniper to
spy through the smoke and chaos to find several enemies up high (multiple
snipers and RPG soldiers). So concentrate on taking them down first before
thinking about the CLAW.
INTEL (31/33): After climbing some stairs there is a brown building with the
number 27 on it. Up the stairs inside is the intel
Use your XM31 grenades to destroy the CLAW and then reload at the ammo
refill it was guarding. Stalk up the left hand side and take cover before
the three soldiers behind the barrier ahead pop up and kill you. Spatter
them and then turn your attention to the building ahead, it has a sentry gun
in the window and a large number of enemies inside. After emptying the
windows of enemies and machinery move up with a close range weapon as
enemies will still run out from the building. There is an access point
behind the structure with a targeting device inside. Enemies past this point
start wearing the camo suits again so be alert.
Retreat once they start spawning at you, keeping an eye high for several
snipers on the roof in front of you. Use your safe position to take out the
snipers and then help your allies deal with the cloaked enemies. Move up
until you can see a massive staircase around the corner. This is another
one of those, slow plodding, sit in cover shootouts so get it over with.
Look to the left and right of the steps (not on the steps themselves) to find
the most enemies. A pair of enemy CLAWs and several enemies will be waiting
for you at the top in the direction of the objective marker. Use your
grenades to take out these CLAWs as well. There is an ammo crate and RPG
launchers on the wall if you are having trouble though. Or you could use your
orbital launch thing from the previous access point. Many options all
resulting in BOOM.
CHECKPOINT. Once you reach the doorway, a squad of friendlies will appear
upstairs on the right and push through to the left slowly. This leaves you
with clearing the ground floor and then assisting the squad. Once the room
is cleared, head downstairs and the doors will open for you. Never a good
sign. Two or more enemies will be sequestered inside. Use your weapons to
unsequester them or just let your squad do it if you're lazy. CHECKPOINT.
More enemies will rush in after the initial spawns have been put down so just
hop into cover and give the AI a hand speeding things up. Unless you stand
right out in the open the only threat is grenades here. As you head for the
balcony overlooking the lower area ASDs will roll out as well as another wave
of soldiers. Head to the far right to find an access terminal that will allow
you to gain control of an ASD to help out. Yet another wave will follow after
the first with two ASDs in it. After rounding another corner you finally
enter the control center.
INTEL (32/33): Up the middle staircase in one of the left aisles on a desk
CHECKPOINT. Quads and yet more soldiers will enter from the rear control
center doors, so take cover and let the shooting gallery begin. If you still
have your sniper rifle taking out the quads will be a piece of cake.
Objective: Shut down the drone control
After making your way to the top of the control center you can finally shut
off those aggravating drones. They're off now anyway... Not how you intended
but meh *shrugs shoulders*.
Objective: Find Menendez
The newly opened doorway contains another rush of enemies so be ready to
counter their assault. At some points the helpful scenery may save your ass
so thank it and move on. Camo suits are back in so use your scope to find
them before they rush you. This whole section is all about taking it slow and
sniping absolutely everything. Without question. This is one of the only
frustrating parts of the game, if you try to race through you will fail.
INTEL (33/33): Wow is this one well hidden. In the large circular room, just
before you reach your final objective (it has a catwalk above and sparks
flying everywhere). You can actually walk through the generator on the lower
floor to find the stairs down. Head down here and you will find it sitting
there sulking on a crate
Once you reach your objective you will have a slo-mo shooting sequence and
Menendez will finally be within your grasp.
Make the call and with that the war is over except for a few scenes before
and during the credits. If you powered through it that's another veteran
campaign down and congratulations. Was pretty easy overall though thanks to
the ammo refills and future tech. Hope they ramp up the challenge next time.
Oh and the scene after the credits kicks ass.
******************************************************************************
******************************* STRIKE MISSIONS ******************************
******************************************************************************
II
IIII
-I S I-----------------------------------------------------------------------
_I 1 I_______________________________________________________________________
I I
IIIIII FOB SPECTRE (India 2025)
I I______________________________________________________________________
I 2025 I
I I Strike force teams: 3
I I
I I Units available:
I I
IIIIIIII Seals
Sentry
Claw
------------------------------------------------------------------------------
Mission objective: Defend the facility from SOC attacks
NOTE: None of these strike missions need to be completed for the veteran
mode achievements. It is far easier to do them on an easier difficulty on
a repeat play through when you attempt to get the story achievements.
Welcome to a new type of mission. COD just went from a first person shooter
to a RTS hybrid. Who woulda thought? A tutorial will run you through the
basics but probably won't stick in your mind. As these missions generally
require both tactical decisions and direct control of your forces, some
veteran first person shooter players may have problems adjusting to this new
style of play (As Ben 'Yahtzee' Croshaw says: "It's a stealth RTS but not
one where you have to backstab a guy with a convoy of tanks."
This method for Veteran was posted by Silent Fanatic so all credit goes to
the author:
The first thing you want to do is set one of the groups of soldiers to guard
the satellite. The other group should be put next to / inside the little
building that's across from the satellite. The one with an alley that leads
to the fence where more enemy soldiers spawn from.
With your soldiers in place, you should now take control of your claw.
Position it over by the power station, pulled back so you can see both the
stairs leading down from the area where a helicopter drops more enemy
soldiers, as well as the door of the building where your second group of
soldiers are placed. The one right next to your first turret. Your job will
be to just shoot the enemy soldiers, drones and whatnot as they show up.
Your own guys will be wiped out periodically, but there's not much you can
do about that. Just keep sweeping your aim from one area to another,
shooting things down as you see them.
One thing to keep in mind is that enemy soldiers will often make it up the
stairs to the satellite dish and begin to wear it down. It can be kind of
hard to see them at times, so just do your best with spraying some fire
across that zone from time to time. Don't worry about hitting your own guys,
there's no friendly fire on these missions.
A good way to gauge if you're going to be successful is by how long the
satellite manages to last. If you reach right around three minutes or less
by the time the bad guys start to swarm the inner building, you should be in
good shape. What you do from here is pretty much up to you, but I find it
handy to take over the inner turret until it gets destroyed, then just
making sure to take out the EMP device if the enemy gets a chance to plant
it.
Oh, and the mission isn't over once the timer runs out. You still have to
kill any remaining enemies left on the map. It shouldn't be too hard from
that point, just take it slow and you should be in the clear.
II
IIII
-I S I-----------------------------------------------------------------------
_I 2 I_______________________________________________________________________
I I
IIIIII SHIPWRECK (Singapore 2025)
I I______________________________________________________________________
I 2025 I
I I Default loadout
I I
I I Strike force teams: 3
I I
IIIIIIII Seals
ASD
Claw
------------------------------------------------------------------------------
Again this method for Veteran was posted by Silent Fanatic so all credit
goes to the author:
This mission is equal parts luck and strategy on Veteran. Your first impulse
might be to try to secure each of the sites before moving on to the next.
This is a mistake. The timer and small amount of friendly assets mean you
have to move quickly on ALL three sites.
The trick here is to move from site A to B to C, dropping your devices as
you go. Don't bother stopping to make sure they're successful or assigning
any troops to defend the area. Just drop the device and move on to the next
point. Your main hope here is that site B is successful above all else. If
you're really lucky, you'll end up with site A as your final spot, but there
are no guarantees with this level.
Positioning can go a long way here, though. For site A, I like to put the
device right at the edge of the crate as you're entering the area. At site
B, I put it at the rear of the truck. With site C, I place it on the
right-hand side of the target, towards the water. There are no "perfect"
areas here, but it does help to shield the devices from as many directions
as possible. Once all three sites have been secured, you'll get a prompt to
launch a missile at the ship. Just press X when directed and direct the shot
at the highlighted area.
Again, this level relies heavily upon luck. I'd say if you're down to three
minutes and don't have two sites already secured, you might as well restart.
Just dashboard out and come back in so you won't lose any strike teams.
It will definitely take a lot of patience, but it IS doable!
II
IIII
-I S I-----------------------------------------------------------------------
_I 3 I_______________________________________________________________________
I I
IIIIII I.E.D. (Afghanistan 2025)
I I______________________________________________________________________
I 2025 I
I I Default loadout
I I
I I Strike force teams: 4
I I
IIIIIIII QR Drones
ASD
HAMP
------------------------------------------------------------------------------
Once a sufficiently detailed guide is posted for veteran difficulty I will
add it in. Seems like one of the easier ones as you have four vehicles and
only one has to survive.
II
IIII
-I S I-----------------------------------------------------------------------
_I 4 I_______________________________________________________________________
I I
IIIIII SECOND CHANCE ( 2025)
I I______________________________________________________________________
I 2025 I
I I Default loadout
I I
I I Strike force teams: 4
I I
IIIIIIII QR Drones
ASD
HAMP
------------------------------------------------------------------------------
This mission only appears if you let your target get captured by the enemy
in the mission "Karma."
Your objective is to run to each of the search markers and search the room.
In one of the rooms you will find your target. The location of where the
target can be found is randomized each time so if you fail just reset to the
dashboard and try again (hoping for a better spawn). With some luck and skill
you should reach your target fairly easily for a Veteran mission.
II
IIII
-I S I-----------------------------------------------------------------------
_I 5 I_______________________________________________________________________
I I
IIIIII DISPATCH ( 2025)
I I______________________________________________________________________
I 2025 I
I I Default loadout
I I
I I Strike force teams: 4
I I
IIIIIIII QR Drones
ASD
HAMP
------------------------------------------------------------------------------
Once a sufficiently detailed guide is posted for veteran difficulty I will
add it in. Sorry but RTS really isn't my cup of tea on consoles (or even in
general usually).
******************************************************************************
******************************** ACHIEVEMENTS ********************************
******************************************************************************
CAMPAIGN ACHIEVEMENTS
Story related: Unmissable
No Man Left Behind - 20G
Rescue Woods
Gathering Storm - 20G
Investigate the jungle facility
Shifting Sands - 20G
Gather intel on Raul Menendez from Mullah Rahmaan
Driven by Rage - 20G
Take down Menendez and his operation
Waterlogged - 20G
Gather information on Raul Menendez' suspected terrorist plot
What Happens in Colossus... - 20G
Find the Karma weapon
False Profit - 20G
Capture Manuel Noriega and bring him to justice
Deep Cover - 20G
Capture Menendez
Sinking Star - 20G
Interrogate Menendez
Late for the Prom - 20G
Escort the president to the secure location in downtown LA
Death from Above - 50G
Stop Menendez once and for all
Difficulty related achievements:
Old Fashioned - 50G
Complete 'Pyrrhic Victory', 'Old Wounds','Time And Fate', and 'Suffer With Me'
on Veteran
Self explanatory
Futurist - 50G
Complete all future levels in Veteran
All the levels that aren't in the previous achievement fall under this one
Black Ops II Master - 15G
Complete the campaign on Hardened or Veteran difficulty
Self explanatory
Challenge related achievements:
Just Gettin' Started - 10G
Complete 1 challenge in any level
See Giant Accomplishment
Mission Complete - 10G
Complete all challenges in any level
See Giant Accomplishment
Giant Accomplishment - 50G
Complete all challenges in Black Ops II
Well this is a doozy and will take you a fair whack of time. Each level has
ten challenges that must be completed including the strike missions. The best
write-up of this I have seen is posted on trueachievements.com by ErnaP. So
all credit goes to him/her for this comprehensive guide:
http://www.trueachievements.com/a171177/giant-accomplishment-achievement.htm?
showguides=1
I won't add it physically to the guide as it would make it instantly far too
long.
Strike mission related achievements:
Singapore Sling - 15G
Successfully neutralize the SDC freighter at Keppel Terminal
Complete Shipwreck (Read the guide for specific tips on these missions)
Desert Storm - 15G
Successfully escort the VIPs to safety
Complete I.E.D
Defender - 15G
Successfully defend FOB Spectre from incursion
Complete FOB Spectre
Art of War - 25G
Successfully assassinate SDC Chairman Tian Zhao
Complete Dispatch
Bind Date - 15G
Successfully rescue HVI
Complete Second Chance (Only appears if your target was lost in "Karma"
mission
Story related achievements:
Family Reunion - 10G
There are two futures
During the mission "Suffer with me" you will be told to headshot a captured
target in the final section. Shoot him in the chest when standing and then
again when the target is on the ground.
Hey Good Looking - 10G
Plastic surgery avoided
At the finale of the mission "Fallen Angel" when driving the car you will
reach a tunnel with sheets of flame across your path. You need to slow the
car down and avoid the flames to obtain this achievement.
Showdown - 15G
A duel between rivals
Step 1: In the Mission "Karma" let DeFalco Escape with Karma
Step 2: After this, dont play the Strike Force Mission "Second Chance"
Step 3: In the Mission "Achilles Veil" as Farid you must kill Harper, not try
to shoot Menendez
Step 4: In the Mission "Odysseus" in the "Briggs" Shooutout. Farid kills
DeFalco, DeFalco kills Farid and you earn this Achievement automatically.
Dirty Business - 15G
Listen and think before you shoot
1. Resist the compulsion to kill Kravchenko in "Old Wounds"
2. During the level "Suffer with me" you will interrogate Noriega after which
the achievement will pop
Ship Shape - 10G
Reinforcements on the way
Note: Follow the Good Karma guide to get both achievements in one play through
Step 1: All strike missions beside "Second Chance" must be completed
Step 2: During the mission "Oysseus" when playing as Menendez you must choose
to shoot Briggs in the leg
Dead or Alive - 15G
Jailor or executioner
Capture or kill Menendez in "Judgement Day." You do have to make the decision
to get this achievement though because if you wait too long it will
automatically make it for you and you miss the achievement.
Ultimate Sacrifice - 15G
Only one can survive
During the mission "Achilles' Veil" when you are presented the choice between
shooting Harper or Menendez you must shoot Menendez for the achievement.
Good Karma - 20G
Crack the celerium worm
1. During "Old Wounds" you must resist shooting Krawchenko
2. Complete all Strike missions as they become available on the first attempt
3. Grab the intel (folder) from the cocaine bunker in the mission "Time and
fate"
4. Successfully record enough dialogue in "Fallen Angel"
5. Complete "Karma" and allow DeFalco to flee
6. During "Achilles' Veil" as Farid you must kill Harper
7. Complete "Odysseus" and shoot Briggs in the leg
8. Achievement should unlock in the shootout that follows
Intel related achievement:
High IQ - 20G
Collect all intel
Follow the walkthrough to find them all
Misc achievements:
Back in Time - 10G
Use a future weapon in the past
Finish your first future mission then replay a past mission with it in you
loadout
Man of the People - 15G
In mission four (Time and Fate) when you are playing as Menendez at the start
you must kill all the soldiers actively attacking civilians (7 civilians being
attacked in total). For a video guide on the locations watch this one.
http://www.youtube.com/watch?feature=player_embedded&v=24FcJ-9ikfI
Gun Nut - 10G
Complete a level with customized loadout
Change the default loadout and complete a level with it
Ten K - 15G
Minimum score 10K in every mission
Doing nearly anything in missions gives you points, as well as difficulty and
completing challenges. If you are playing veteran you should get minimum
30000 a level without trying so this shouldn't be too hard. If you are having
difficulty try completing challenges as they give you 2000 each time you
complete one.
MULTIPLAYER ACHIEVEMENTS
Welcome to the Club - 10G
Reach Sergeant (Level 10) in multiplayer Public Match
Depending on skill level and modes played this will probably take one hour
to three hours tops. Play in any public match type online until you reach
level 10. Simple.
Welcome to the Penthouse - 50G
Prestige once in multiplayer Public Match
Same idea as the previous achievement but a hell of a lot slower. You will
probably need to play for 20+ solid hours to reach your first prestige
opportunity.
Big Leagues - 20G
Win 5 multiplayer League Play games after being placed in a division
To start with you must enter the league play section and complete five
'placement games' to become placed. You then must win five league games
total, not in a row or any other thing. Just win five games.
Trained Up - 10G
Win 10 multiplayer games while playing in Combat Training playlists
Self-explanatory.
Party Animal - 10G
Win 10 multiplayer games while playing in Party Games playlists
Self-explanatory.
ZOMBIES ACHIEVEMENTS
Tower of Babble - 75G
In Tranzit, obey the voices
This is the simplest guide that I could find to completing this achievement.
All credit goes to the author EvilMoomin to finding out how to complete this
vague achievement.
I want to make a guide that is less ambiguous than many others I've read, so
here is my attempt. You need to be on Original difficulty level. This is all
we did to get this achievement, we didn't assemble any obelisks or super
weapons. This guide does assume you have some knowledge of how to play
Zombies.
Step 1:
You need four players. In the bus station EVERYONE needs a windmill turbine.
One player needs to have an EMP grenade. So keep using the box as soon as
you start. Let one player kill all the zombies for the first 2 rounds and
you should have enough money for three turns on the box at the Diner. If you
don't get EMPs then restart the game.
Step 2:
Then at the end of the second round leave a couple of zombies alive and have
one player look after them at the Diner so the rest of the players can go
off to the power room (including the player with the EMP grenades), which is
two bus stops after the Diner. Turn on the power by assembling the switch,
then turn it off again after the voice tells you to (this step has created
the electrical man that you need to kill with an EMP in step 4). Use a
turbine to leave the power room and get back to the bus, but don't forget to
pick it up again. Two players then walk back the way the bus came to get
back to the cornfield and the overhead power line pylon that is there. One
player needs to get back on the bus and ride it to the town where the bank
is.
Step 3:
Once you have found your way to the pylon through the corn field, knifing
the little goblins on the way when they jump on you (Don't hate them, they
just want a little love), you need to put 2 turbines down inside the base of
the pylon, you will be safe from the goblins here too. When the electrical
storm is overhead at the cornfield, kill the remaining zombies to start a
new round. (Some guides say that doing this when the storm is overhead
guarantees that the electrical man will appear in the cornfield, though in
my experience this hasn't been the case, but it doesn't hurt to wait until
the storm is overhead, just in case).
Step 4:
You may need to fight a few waves of zombies until the electrical man
appears, but when he does, wait for him to get into the centre of the pylon
base, then EMP him to kill him. Loads of weird stuf will start happening
then at the pylon. The player at the Diner should then put down his turbine
under the street light outside the shed with the white doors at one end of
the area, this will turn the light on. The player at the town should run
back down the road the way they came on the bus (knifing goblins that jump
on you) until they get to a street light and put the turbine down under it.
Achievement Unlocked.
Don't Fire Until You See - 30G
In Tranzit, have all doors opened without being set on fire
Another tricky achievement for zombies, this one requires you aren't set on
fire at all until the doors are open. There are 18 in total so this one
will take a while. If you have a good team you could let them open the doors
for you while you sit on the bus.
http://www.youtube.com/watch?feature=player_embedded&v=t9xn0vpxh4o
The Lights Of Their Eyes - 5G
In Green Run, Pacify at least 10 zombies with 1 EMP
You will need to obtain the EMP grenade first from the mystery box for 950
points (it's random so it may take several attempts).
Cluster 10 undead together in a level, some good locations are:
The underground power room in Tranzit
The farm level in the house with the mystery box
Then throw with LB
Undead Man's Party Bus - 15G
In Tranzit, complete all additions to the bus in 1 game
There are three items you can locate and add to the bus to make it more
effective at repelling and escaping from zombies.
Ladder - to access the bus roof
Cattle catcher - kills zombies in front of the bus
Manhole - to access the roof as well
The items are randomly distributed at four specific points in the tranzit map
1. Create a generator in the spawn room (tail fin - next to wall phones,
mannequin - random location in room and Fan - on chair near table). Take these
one by one to the construction bench and create the generator.
2. Use this fan to open the white doors nearby to find one of the bus parts.
3. Repeat step two on the white doors in the diner, farm and town area to
find the remaining two bus parts.
Dance On My Grave - 5G
Two players required!
In Green Run, save up enough points to buy the tombstone perk and let a
zombie down you. Let your buddy complete the round and then you will be
revived. Pick up the tombstone from where you died and the achievement will
unlock
Standard Equipment May Vary - 25G
In Tranzit, acquire 4 different equippable items in 1 game
This list was posted by coreymawf on trueachievements.com so all credit goes
to the author.
ITEM 1 - Turbine - SPAWN ROOM
Building table is in the spawn room.
Part1 - TAIL-FIN - found on the ground below the telephone on the wall
Part2 - MANNEQUIN - random spawn (in the spawn room usually near the map)
Part3 - FAN - on the chair near the building table
ITEM 2 - Zombie shield - DINER BUS STOP
Building table is in the car jack building.
Part1 - TROLLEY - found in the diner
Part2 - CAR DOOR - found in the same building as the building table
ITEM 3 - Turret - FARM BUS STOP
Building table is on the bottom floor of the farm house.
Part1 - MOWER - random spawn (somewhere on the farm)
Part2 - RPK - random spawn (somewhere on the farm)
Part3 - AMMO - random spawn (somewhere on the farm)
ITEM 4 - Electric trap - POWER ROOM BUS STOP
Open the door near the AK74, build the power switch.
The parts can be found in the power room; a switch, a switchboard & a zombie
arm.
The building table is near the power switch.
Turn the power on and wait for the roller door to open.
Alternatively, use your turbine (item1) to open the roller door.
ORDER IS IMPORTANT HERE
Building table is in the gravestone perk room.
Part1 - BATTERY - random spawn (usually on the catwalk gravestone room)
Part2 - METAL BALL & ROD CONDUCTOR - (usually on a box, same room)
Part3 - LIGHT - random (usually in a window, same room)
You Have No Power Over Me - 15G
In Tranzit, defeat "him" without being attacked by "him"
Posted by stejward on trueachievements.com all credit goes to the original
author.
First you must turn the power on, to do this travel to the 4th (i think)
stop on the bus route, you will find a warehouse type building with a shack
next to it. Open the door and drop down. You will be in a bright white
corridor, go into the main room and follow the walkway round till you reach
a small room. In front of you is a workbench, now you need three components
for it because you need to build the power switch, they are:
- A back panel
- A 3 pronged switch
- A zombie hand
The zombie hand is the most difficult to find because it looks exactly like
the hands that get littered around when you kill zombies. All three are
somewhere within the main white circular room, the entry corridor and the
workbench room. To pick them up just walk up to them and there will be an on
screen prompt for you (X for 360, square for PS3). You can only carry one
part at a time, once you have a part, take it to the workbench and hold X or
square to build the part. Once you have built all three, you can then switch
on the power, the circular white room will become electrified and a tube
will rise with the electrical zombie boss in it, who will then escape! Fun
times...
Secondly, you need an EMP grenade from the random box (alternative to the
monkey bombs). Now hopefully when the zombie boss attacks he doesn't do it
while your on the bus and its when at a stop. When he arrives, avoid him and
throw an EMP grenade at him. That should kill him and providing nobody got
attacked by him, the achievement should pop for all people in the game.
I Don't Think They Exist - 10G
Simply enter one of the foggy areas between stops in a Tranzit game until
a winged enemy latches onto your face. Melee swipe at it until it dies to
earn this achievement.
Fuel Efficient - 10G
In Tranzit, use an alternative mode of transportation
Posted by ZasterModa123 on trueachievements.com, all credit goes to the
author.
Start the Game, build the Turbine, kill the Zombies, buy the first door, go
outside and left.
You see a Lamp behind the Bus. Use the Turbine at this Lamp, go into the Fog
and wait for the "Goblin"
Once the Goblin is on you, walk to the Lamp, hit melee 2-3 Times when you
walk to the Lamp.
The Goblin builds a Portal, use it and the Achievement is yours.
Happy Hour - 10G
Posted by R3LAPZE on trueachievements.com, all credit goes to the
author.
In TranZit, buy 2 different perks before turning on the power. First off
build the Turbine and knife all the zombies in the room. Buy the quick
revive and an M14. Use the Turbine to get outside and then ride the bus to
the next stop. Open the door to the diner and then gain 3000 points to buy
the speed cola! Use the Turbine on the Speed Cola to turn it on.
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Copyright 2012 Ben Buttenshaw
This may be not be reproduced under any circumstances except for personal,
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violation of copyright.